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Character System

Discussion in 'Assets and Asset Store' started by RobinS, Jul 13, 2012.

  1. Hboybowen

    Hboybowen

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    I thought so to but it still goes between the legs when I press play... Or do you mean the camera that is attached to the player. which variables adjust the location of that camera? Height and distance doesnt help for some reason
     
    Last edited: Mar 17, 2013
  2. Hboybowen

    Hboybowen

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    the height and distance function doesnt do anything
     
  3. RobinS

    RobinS

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    Hm, you could try to adjust the Hero Height and distance in realtime(play mode). Also the camera must not be parented to the hero. To assign a camera you just need to drag and drop it to the Cam variable slot in the Inspector and should be ready to go.
     
  4. RobinS

    RobinS

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    Is the camera parented or driven by another script ?
     
  5. Hboybowen

    Hboybowen

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    I dragged it in the camera preview it looks ready to go. No matter what I do when I press play the camera goes to the reference point I think on the group between my rigs feet. Also the camera I think is parented to the mesh
     
  6. RobinS

    RobinS

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    Ah ok that should be the problem then ;-) The camera needs to be free and not a child of a mesh.
     
  7. Hboybowen

    Hboybowen

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    Hmm so why is the one from hero cam or which ever script like it is. It doesn't even show on my hierarchy. If you see the second image only one cam is seen on the hierarchy but 2 are in the scene.
     
  8. RobinS

    RobinS

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    To avoid confusion, i would disable all cameras but one (you only need one for the Char Sys). Then make sure the camera is not parented and not driven by any other script. Then assign it as described ;-)
     
  9. roby-zuniga

    roby-zuniga

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    Hello, I have just purchased this package and i am very happy with the amount of time it saves as well as how elaborate it is. My only problem so far has been with the camera script, which i have found causes some twitching when rendering two polygons that intersect at something other than a 90 degree angle. I have never experienced this with any other camera script i have experimented with in the past so i was wondering if there was a fix for this. Or is the problem something having to do with the settings somewhere? I am quite satisfied with the product, however, this renders it unusable for me so far. Some help would really be appreciated. Thank you!
     
  10. sadicus

    sadicus

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    What a great set of animations!
    I have just purchased this package and having fun with the demo scene. I have watched "Character System - Setup Guide " but have no idea how to follow that break-neck speed. There is alot of spiderweb looking things, pivot point and script dragging around. :eek:
    Is there a PDF Setup Manual or Tutorial Video?
     
  11. Mythran

    Mythran

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    No there isn't. You have to go through all this forum and also see the pictures. Also you can try to follow to super hiper mega fast tutorial on page 1, but good luck with that. RobinS you might look also at when you're running to the sides the character will roll forward when he falls instead of rolling to the side he was running. Wich is very unpleasent to see. You might also want to look at the grabing system and make it efficient.. x)
     
    Last edited: Mar 18, 2013
  12. sadicus

    sadicus

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    @Mythran "You have to go through all this forum and also see the pictures"

    Well that is disappointing! ...but I'll give that a try, thanks for the notice.
    Judging from the vids RobinS posted, seems to have a good sense of humor and be willing to help.

    RobinS, would you be willing to make a more in depth tutorial? The Setup Guide Vid is really difficult to see and follow even at 720HD.
     
  13. RobinS

    RobinS

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    Hi,

    @ roby zuniga - Thanks! ;-)
    Have you tried to adjust the near clip plane value on the camera while in play mode ? That should help.
    The camera controller does nothing special with the renderer it just controlls the the camera movement and rotation.

    @ sadicus - Thanks, always nice to hear ;-)
    The Setup video is ment to use in conjunction with the tutorial scene, which is the result of that video (exact same scene).
    That give's you any information you will need to use the Character System for our individual projects.

    Cheers
     
  14. Mythran

    Mythran

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    sadicus mess arround, everything is very intuitive and self explanatory. Except how you place the climbing objects. Ask anything and RobinS will answer. In no time you can mess arround it and have lots of fun! The trick to the climbing objects is to place them with coordinates explained in the picture.
     
    Last edited: Mar 19, 2013
  15. roby-zuniga

    roby-zuniga

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    Thats what i had originally thought but discarded the possibility after changing it a few times. I found your script actually sets the near clip plane to a default value every time it runs xD Thanks for the swift response though!
     
    Last edited: Mar 20, 2013
  16. sadicus

    sadicus

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    Tutorial_Video scene error:
    Level '' (1) couldn't be loaded because it has not been added to the build settings.
    To add a level to the build settings use the menu File->Build Settings...
    UnityEngine.Application:LoadLevel(Int32)

    DemoGUI:OnGUI() (at Assets/CharacterSystem/Tutorial_Assets/Scripts/DemoGUI/DemoGUI.cs:49)

    File->Build Settings...
    This is looking for an EXE file. How to load it?
     
  17. RobinS

    RobinS

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  18. sadicus

    sadicus

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    @ RobinS - Thank you, switching scenes is working and testing the scene is so fun i'm not getting any work done.
    Underwater
    1) The Underwater (distortion) effect is not showing, no underwater effect at all only Surface Effect.What are some setting to check for that?
    2) Climb speed + Animation Speed: How to syncronize? (also I noticed there is only slider input,, not direct numerical input.)
    This probibly falls in the catigory of the "you should know how to scrip", but i felt like i was making progress by changing the setting on scripts. :)
    and noticed the animations were not in sync with the speed.
     
  19. RobinS

    RobinS

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    You're welcome ;-)

    1) Yes, i removed all Standard Image Effects, because some users got compile errors and warnings.
    The under water FX script is still included, you just need to remove excluding brackets and add it to the camera. It needs the Blur and Glow effect in your project folder.

    2) You can set animation speed like this :
    Code (csharp):
    1. a["climb_ledge"].speed = 1.4f; // 1 is default speed
    at MotionSettings() in the HeroAnim script. (line 2114)

    Hope this helps.

    Cheers
     
  20. r3ndesigner

    r3ndesigner

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    Hey Robin S,
    I am in tutorial scene, i was replacing with my own character, i was finishing.
    But got a problem

    NullReferenceException
    HeroPhysic.Update () (at Assets/CharacterSystem/Character_System/Scripts/HeroPhysic.cs:62)


    hope, u can help.

    Cheers
     
  21. GD-Darren

    GD-Darren

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    Is support for bow and arrow shooting with FPS aiming mechanics supported?
     
  22. maidamedia

    maidamedia

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    Any easter discount?
     
  23. RobinS

    RobinS

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    @ r3ndesigner - Hi, i guess the algorithm can't find your root bone. At line 54 you could enter your root bone name or call your rootbone root.

    @ GD.Darren - The bow can be shot from first person view. You would need a (GUI crosshair) for the aiming part.

    @ maidamedia - Maybe for the Mecanim Char. Sys release ;-)

    Cheers
     
  24. Archania

    Archania

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    I hope so. I asked for christmas but Santa didn't bring it and I swear I was a good boy! lol
    Would be awesome Robin. I'm sure you are making it function just right with the new system.
     
  25. RobinS

    RobinS

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    Thanks Archania ;-) I will do my best.
     
  26. r3ndesigner

    r3ndesigner

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    Nice, thanks for the support. That error is fixed, but now unity alert a new error.

    HeroAnim.cs
    Line 2135:

    a["climb_catch"].wrapMode = WrapMode.ClampForever;
     
  27. RobinS

    RobinS

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    You're welcome,

    Seems you're not using an anim clip called "climb_catch". All clips/names in MotionSetting must be referenced by the animation component on the character.

    Cheers
     
  28. r3ndesigner

    r3ndesigner

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    Hey Robins, how much u want, to make a tutorial for 3dmax biped version? i make all tutorial, no errors, but the model with biped didnt work with your animations. =(
     
  29. mahema

    mahema

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    Hi Robin.

    I've been looking at your videos and it seems that for $95 it's a great package the one you offer. However, I've seen that the is an important lack of documentation and that could lead to a problem, so, before buying, I would like to ask you a few questions.

    - Animations can be edited on Max o Maya or I just have to use your own?

    - I've checked the tutorial video and after watching it a few times, I had absolutely no idea of what you where doing. So, I downloaded the video and played it at 25% of the speed. So far, I got this about the climbing:

    1- Ir order to keep things organized, you need to create an Empty GameObject and name it Climb_Col (or whatever you like) to you use it as a "container". So, every collider will be a child of this Empy GameObject.
    2- Create another Empty GameObject and name it climbObject (special name) and place it over the mesh that's going to be "climbable"
    3- With this GameObject selected, create a Box Collider and resize it to have the shape of the mesh.
    4- This objects have to be under the collider layer (or whatever is called, 'couse I can't read the video).
    5- If the object is at the top (no more climbing after it) you need to name it climbObjectTop}

    Am I correct?

    If so, I have to ask if it wouldn't be more easy (if possible) to just have the original object (which has his own collider) under a layer named "Climb" (or Climb_Top, or whatever) instead of adding a second collider with a specific name. This way you wouldn't need to have two overlapping colliders and two gameobjects for the same purpose. Again, I'm just thinking a way of simplifying the process.

    Thank you very much Robyn. Great work. Keep it up!
     
    Last edited: Apr 15, 2013
  30. RobinS

    RobinS

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    Hi,

    @ r3ndesigner - I do not use max but you can import animations as fbx format here is a video : http://www.youtube.com/watch?v=mqGSp-oZWIM

    @ matiashmoro - Thanks! ;-) actually it comes with a lot of documentation : 2 scenes with optimized setup and well documented source code.
    specially when used in combination with the setup guide video. But some coding knowledge is required to build upon it.

    -Yes animations and rigged model comes in autodesk's fbx format.

    And yes, you will have a very good overview once you have the tutorial scene from the video open as unity project. It's a great reference and the video is meant to get you started when stepping it through and compare it with your setup.

    I made many tests and found this the most robust, maintainable and elegant solution for this kind of character interaction.

    Thanks again,

    Cheers!
     
  31. Mihai93

    Mihai93

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  32. Pirogun

    Pirogun

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    Hi Robin
    The FPS cam feels a little off because even when I adjust it I still need to look down to see my hands when I punch or when I use the bow. Is there any way I can improve the FPS experience? Thanks!
     
  33. RobinS

    RobinS

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    Hi,

    that should be a matter of fine tuning the camera settings according to your needs. You could try to adjust the min and max AngleY variables, these are clamping the Y axis rotation of the camera ( line 33, 34 and 166 ).


    @Mihai93 - currently with retargeting or rigging your character mesh to the ninja skeleton. There are plenty of good tutorials about this on youtube.

    Cheers
     
    Last edited: Apr 15, 2013
  34. hesa2020

    hesa2020

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    Hello, i want to know how easy will it be easy to mix this with the "Fantasy AI 2.0"
    To be abble to fight with the AI and die.

    Can you tell me how ?

    Thank you, really look amazing
     
  35. Hamesh81

    Hamesh81

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    Hi RobinS,

    Hope you're going well with the mecanim version, really looking forward to it. I have a question about the current version. I would like to be able to measure the distance in metres between when the character enters falling state and when they enter the landing state. I would basically be treating this as the distance that the character has fallen, and based on that I would set some conditions:

    eg. if the fallen distance is < 15 metres do nothing, else enter rag doll state and die

    I've tried doing this by calculating the Y position during these two states and subtracting them, but I get into trouble when one of these values is negative. I think it would be better to use a vector to calculate the distance directly but I'm not too sure how. Any ideas?
     
  36. RobinS

    RobinS

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    Hi All,

    @ hesa2020 - Thank you, I don't know, but the package looks pretty good if you ask me ;-)

    @ Hamesh81 - It's getting closer every day ;-) You could cache the hero.position when he enters falling state and then measure distance with vector3.distance. Or use the stateinfo.normalizedTime to get a representation on how long he is falling since entering a state.

    Cheers!
     
  37. Hamesh81

    Hamesh81

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    Great to hear. I'm curious, are you reusing parts of the legacy system or are you building everything new from the ground up?

    Yes vector3.distance would work but I'm having a bit of trouble implementing it. At the moment I'm using a public variable startFallHeight defined as a float at the beginning of the FreeFall function to store/cache the y position when the character enters the Fall state:

    Code (csharp):
    1.  
    2. public float fallHeight; //Height in metres of each fall
    3. public float startFallHeight; //Position Y when fall starts
    4.  
    5. void FreeFall ()
    6.     {
    7.         if (mainState == MainState.Falling  !normalFall) {
    8.             startFallHeight = hero.position.y;
    9.             fallHeight = 0;
    10.         }
    The problem though is that the position seems to keep updating while in the Fall state, whereas I need only the initial fall height position when it enters the state. Also, in order to use vector3.distance don't I have to have 2 transforms to measure the distance between them? Because in the above script I'm using a float to store the y position. Maybe that's the problem.

    Code (csharp):
    1. void Update ()
    2.     {
    3.         //Fall height calculation, when not climbing, swimming, ragdoll
    4.         if (normalFall  hClimb.climbState == ClimbingSystem.ClimbState.None  !hSwim.isSwimming  !hPhys.isRagdoll) {
    5.                 fallHeight = startFallHeight - hero.position.y;
    6.         }
    In Update I then simply do the above to get my fall height, it doesn't work very reliably though and I often get inconsistent measures.
     
    Last edited: Apr 18, 2013
  38. MacMed

    MacMed

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    Been looking at the setup video on youtube. Quality is not clear enough and actions for far to quick for me...can someone please explain how you attach additional weapons to the character?
     
  39. RobinS

    RobinS

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    Hi,

    @ Hamesh81 - You're welcome,
    it's a bit different to work as efficient as possible with the Mecanim System, but some of the current technics are used again.
    To your question: Here is a little example.
    Code (csharp):
    1.  
    2. Vector3 fallStartP;
    3. bool isFallStart = false;
    4. float yourDistance = 5.5f;
    5.  
    6. void Update ()
    7. {
    8.     // In your Falling State method
    9.     if(!isFallStart)
    10.     {
    11.        fallStartP = hero.position;
    12.        isFallStart = true;
    13.     }
    14.     if(Vector3.Distance(hero.position, fallStartP) >= yourDistance)
    15.     {
    16.        // Do Stuff here
    17.     }
    18.     // for instance : When grounded again, reset
    19.     if(grounded)
    20.     {
    21.        isFallStart = false
    22.     }
    23. }
    24.  
    @ MacMed - The video is meant to be used with the tutorial scene. Works really great together and should get you started in minutes.


    Cheers
     
    Last edited: Apr 22, 2013
  40. Hamesh81

    Hamesh81

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    Ah so you're using booleans to check for the "falling" and "landing" conditions, I was using the Character Animation states "Falling" and "Landing". For example:

    Code (csharp):
    1. if (mainState == MainState.Falling  !normalFall) {
    2. //Store height vector
    3. }
    4.  
    5. //And later check,
    6.  
    7. if (mainState == MainState.Landing) {
    8. //Use vector3.distance to measure the distance between the current height and
    9. //the previously stored height vector
    10. }
    Is there any difference between using a boolean to check for the condition or the animation states? Eg. is one faster than the other?
    Thanks a lot Robin, appreciate it
     
  41. yuze

    yuze

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    Dec 17, 2012
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    Hi robin, thanks again for this amazing product. I have a question. How do i make it so you can push around objects with physics ^^ Thanks!
     
  42. Gherid_lacksGPS

    Gherid_lacksGPS

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    Just curious if this project is still being developed, or if you've moved on to other ventures?
     
  43. RobinS

    RobinS

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    Yes, it's still under development and will bee available soon ;-)
     
  44. Gherid_lacksGPS

    Gherid_lacksGPS

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    $tumblr_lfxxfptiRu1qf9buqo1_400.gif
     
  45. JohnPet

    JohnPet

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    Hey Robin! Do you consider using mecanim for the next version?? And will it include upgraded climbing system? Thanks..
     
  46. Whippets

    Whippets

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    I've got an multiplayer rpg which has a huge range of character prefabs. How easy would it be to change the character model used, and can I do it with scripting?

    Also, does the character work with the Mixamo animations, as I've got a large number of these already? I've also got more character status options, like sitting down, laying down, which I'll need to tie, as well as more weaponry options. Should all this be fairly straight forward?

    Many thanks, it does look like a great character motor :)
     
  47. Malous4

    Malous4

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    Hello,

    Your package LOOKS real good but your setup tutorial seems like its directed at expert/mastery lvl unity users... could you make some beginner tutorials for setup? Your video is too fast and the words are too small to be readable(for me at least) and it could really use some explainations...so understanding ANYTHING In that video is impossible for me. If i were to purchase this package it would be to save me time and as is it seems it would take me longer to learn to use it on my own than to make my very own package. I doubt I would ever consider purchasing it without usable tutorials.
     
  48. Arcanor

    Arcanor

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    Hey Robin,

    Sorry to bug you, as I'm sure you're quite busy... but I'm hoping to understand a little more about how the new release is coming along, and to offer my assistance if possible.

    I know you had expected to have released the Mecanim compatible version already. Are there some problems with the new implementation that you're not happy with? I hope that you're still optimistic about the new release. Do you think the issues you're seeing can be overcome? If there's anything I can help with (ideas, code, etc.) please feel free to send me a message.

    The new character system release will be a huge part of my MMORPG project. Also, this is not your problem, but I paid $750 for a 1 year subscription to the Mixamo Unlimited+ for Mecanim animations database, so I'm hoping to be able to start using those soon with the new character system... ;)

    As always, thanks so much for all your hard work in designing, coding, testing, and supporting this fantastic package!!
     
  49. Arcanor

    Arcanor

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    Nov 4, 2009
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    Malous4: I don't speak for the developer, but these are my opinions.

    I believe this package is not really something you can use seriously without spending some hours learning how it works. The provided demo scenes literally show you how to do everything you need to do. In my mind they are quite sufficient, and extremely well done! However, you need to spend the time to review them carefully. If you don't understand how a specific part of the code works feel free to post back here and ask specific questions.

    Personally, I don't think this package is really good for people who say they are "not a programmer" or not interested (or able) to review the code to see how things work. Again, this is only my opinion, and Robin may say differently, but I feel that unless you're looking "under the hood" at the code, you would be limited to using the package more or less "out of the box", which really takes away about 90% of the possibilities of what you can do with this package.

    So, bottom line is... this package is worth the effort to learn, and easily worth the cost at twice the price! Even if you're an advanced C# and Unity developer, it will save you WEEKS of time over developing and testing your own.

    Whippets: I'm sure it can be done in scripting, but obviously it will require a bit of code. The new version that is coming out soon will support Mecanim animations and should make it quite easy to add or customize animations, and retarget to different character models.
     
  50. Octo-Games

    Octo-Games

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    Jan 6, 2013
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    hi , can you help me to implement the character into photon for a multiplayer support?
    i can give the final result too you so you can implement it in the back in next update (it will be usefull)

    let me know
    Best regards